For the past week or so I've noticed that the borg adapt very quickly to my weapons in ground STF missions.
I have the rep ability that's supposed to lengthen the time it takes for them to adapt. It worked great up until recently. Now, there are times when they adapt even before the cooldown from the last remodulate is finished.
Has anyone else encountered this? Is there a way I can fix this on my end or should I submit a ticket?
The post below is what I posted to the Facebook page..I've
gotten better response through that page than submitting tickets.
I have been watching for a particular problem I've noticed
since the start of season 9. When we all did the Omega
reputation, we strived to try to get the ground sets that would
pretty much having to remodulate our shields. I was able
to get both the Omega Mk XII and the MACO Mk XII, both
of which extended the amount of time in which you had to
remodulate your weapons. I even got the ADAPTED MACO
MK XII.. That set was suppose to do away with having to
remodulate anything.
Since the start of Season 9, you can't get past your 3rd or
4th shot before you have to manually remodulate your
weapons..like we did with the Frequency Remodulater you
can get from the replicator. The question is: was this done
on purpose? Was our hard work for nothing? Will the Omega,
MACO or ADAPTED MACO GROUND SETS ever work
like they were intended to anymore?
The sets don't increase the time between remodulation, they only allow for a much faster remodulation when the need arises. It's the Omega Reputation T3 ground trait "Omega Graviton Pulse Module" (which you now have to manually slot after S9) that makes borg take longer to adapt to your weapons.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Even in the Borg Story Arc missions, this bug is appearing ... Even if you are wearing an Omega Rep Set with the Integral Remodulator, that cycles the next frequency change in the background, so that the next time you use it it's instantaneous ... The Borg are actually adapting before the 10sec CD on the next remudulation, so basically you hit "remodulate" for nothing, because they've already adapted again ...
I've tried using 5 different weapon types on me and my BoFF's, they also all have the replicated Remodulators, and then I tried it with the crafted ones on Defera ... Same result, Borg are adapting quicker than it's even possible to remodulate ... I think the "mechanics" for it is somehow 'borked'
Hmm, interesting. Which weapons are you using, and are your boffs all using the same damage type? Auto-rifles, fluidic antiproton guns, the 8472 guns, the piercing plasma guns from the dilithium store, pistols, miniguns, any weapon that does its damage in "pulses" that show multiple damage floaters per firing cycle or has a high rate of fire will cause them to adapt faster.
The way the borg adaptation mechanic works means that there is a chance for them to adapt to every single shot, so yes it's possible for them to adapt faster than your remodulator can recharge. I just had it happen to me on Defera, but that was once out of like 20 minutes of gameplay. The faster your weapon fires, the faster they'll roll a chance to adapt (which ironically makes the omega autocarbine a less desirable anti-borg weapon).
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
From an earlier response to my "demodulation" problem, someone asked what weaponry
I was using. When I go to Defera, I use elite Antiproton High Density Beam Rifle Mk XII [Dmg]x3
[DoT3]. That is the weapon I have used there since I started going to Defera. But, when Season
9 started, the integral frequency demodulation has failed to do what it has done prior to Season 9's
Start. Prior to Season 9, very rarely did I have to remodulate "manually"..but when I did, it was after
Battling with the Borg for quite some time.
As far as this Omega Graviton Pulse Module, I chose it from the very beginning..and had no
Reason to change it as I find myself on Defera quite a bit..so the remodulation factor..or lack there
Of is becoming a really big problem. We earned these sets(omega, MACO and Adapted MACO)
Which all offer the integral frequency Remodulater. Time to get this problem fixed. I've played
This game since June 2010..most bugs I've seen we're fused. Please try to get this one fixed. I
have submitted trouble tickets but have received no response as of today(5/26).
Rear Admiral Unclereeky
106th Fleet - Best Fleet on STO
PVE Wing
Yeah it doesnt matter what remodulator you use or the set, sometimes they will adapt really fast with no reason.
The trick is to kill em as fast as you can. In 2 shots. Using the best weapon in the game - the romulan plasma pulse wave. That works for me. Against tactical and elite tactical drones its more problematic, and you will notice against em that sometimes, they adapt instantly lol for unknown reasons.
Also, something I don't like about the adaptation is they appear to adapt based on the number of pulses a weapon fires instead of the number of times you actually fire the weapon. This may be intentional, and possibly even more 'realistic', but from a gaming perspective it rules out a lot of weapons as being effective against them in ground combat.
My antiproton dual pistols for instance fire three pulses with each primary attack, so they adapt to those much quicker than they would a high density beam rifle for example. Even the Borg prosthetic weapons fire three pusles per attack, so they adapt very quickly to that as well.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
Also, something I don't like about the adaptation is they appear to adapt based on the number of pulses a weapon fires instead of the number of times you actually fire the weapon. This may be intentional, and possibly even more 'realistic', but from a gaming perspective it rules out a lot of weapons as being effective against them in ground combat.
My antiproton dual pistols for instance fire three pulses with each primary attack, so they adapt to those much quicker than they would a high density beam rifle for example. Even the Borg prosthetic weapons fire three pusles per attack, so they adapt very quickly to that as well.
Well, taking aside the modulation "bug" making the borg to adapt when they want.. , pistols and automatic weapons are not recommended against the borg. Those weapons are the worst choice to fight em. Since the beginnings of times. You will have a lot more trouble fighting the borg with those. If you fight the borg, never use automatic weapons or pistols. Ever.
Well, taking aside the modulation "bug" making the borg to adapt when they want.. , pistols and automatic weapons are not recommended against the borg. Those weapons are the worst choice to fight em. Since the beginnings of times. You will have a lot more trouble fighting the borg with those. If you fight the borg, never use automatic weapons or pistols. Ever.
Not really since the beginning of times, only since they added adaptation haha. I do understand that they aren't the best against the Borg, though that's only because they adapt to them so damned quick. It was more of a personal complaint about the way adaptation works. I was also stating it in case the OP was using such a weapon and that may be why he feels they are adapting too quickly even with the trait active.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
Ironically, I've experienced the inverse on some occasions.
The details are lost to me, as it's been a while, but it goes somewhat like this:
1. Equip Borg prosthetic (I think) and... anti-Borg stun pistol, if my memory serves me.
2. Go into Assimilation (while I'm not sure that's the only place I've experienced it at, it's definitely the one I remember most clearly), shoot Borg with prosthetic until adapted to.
3. Switch to stun pistol.
4. Enjoy high DPS (really, the stun pistol in question seemed to have a very high DPS setting - could be because I usually use rifles) indefinitely with no need for remodulation.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
It is intentional, I mentioned that earlier in the thread. Borg adaptation roll chance is calculated every single time your Borg target takes damage instead of based on your firing cycle. Thus it's possible, but unlikely, for them to adapt after a single shot. There's also a "pool" of sorts where every time they take damage, a point gets added to the pool; the more points in the pool, the higher chance that they'll adapt.
There's one pool for each damage type, hence why it takes much longer for Borg to adapt to the cold damage from the Nukara Cryo Immobilizer Module passive trait than it does for them to adapt to your guns; you only add to the 'cold pool' when the trait procs (unless you're using a cold gun of course). This is also why the plasma flamethrower is the worst weapon in the game to use against the Borg. It has a very high damage tick rate and it also casts a plasma DoT, both of which add points to the 'plasma pool' at an alarming rate until they adapt.
Remodulating resets the pools to 0, but I'm willing to bet that a combination of factors, possibly including network latency, may cause a delay in this pool resetting. So if you fire again immediately after remodulating, but latency determines that the pools haven't reset to 0 yet, then you're really just firing with a maxed-out pool and they'll immediately adapt again. That's my theory anyway, it seems to happen more often if you're mashing the hell out of the fire button right after a remodulation. Try waiting a second after remodulating before firing again to make sure the pools have enough time to reset.
I believe it was Cryptic Gozer who explained the internal workings of the adaptation mechanic a long time ago. It's probably an "Archived Post" now since the forum move to the PWE system from the old Cryptic forums, but the post is here somewhere if you want to go looking for it (good luck with that though :P ).
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
It is intentional, I mentioned that earlier in the thread. Borg adaptation roll chance is calculated every single time your Borg target takes damage instead of based on your firing cycle. Thus it's possible, but unlikely, for them to adapt after a single shot. There's also a "pool" of sorts where every time they take damage, a point gets added to the pool; the more points in the pool, the higher chance that they'll adapt.
There's one pool for each damage type, hence why it takes much longer for Borg to adapt to the cold damage from the Nukara Cryo Immobilizer Module passive trait than it does for them to adapt to your guns; you only add to the 'cold pool' when the trait procs (unless you're using a cold gun of course). This is also why the plasma flamethrower is the worst weapon in the game to use against the Borg. It has a very high damage tick rate and it also casts a plasma DoT, both of which add points to the 'plasma pool' at an alarming rate until they adapt.
Remodulating resets the pools to 0, but I'm willing to bet that a combination of factors, possibly including network latency, may cause a delay in this pool resetting. So if you fire again immediately after remodulating, but latency determines that the pools haven't reset to 0 yet, then you're really just firing with a maxed-out pool and they'll immediately adapt again. That's my theory anyway, it seems to happen more often if you're mashing the hell out of the fire button right after a remodulation. Try waiting a second after remodulating before firing again to make sure the pools have enough time to reset.
I believe it was Cryptic Gozer who explained the internal workings of the adaptation mechanic a long time ago. It's probably an "Archived Post" now since the forum move to the PWE system from the old Cryptic forums, but the post is here somewhere if you want to go looking for it (good luck with that though :P ).
Yeah that does make sense. Still not personally a fan of that system as I've grown rather found of my 'pew pew pew' guns, just because they are different from the standard 'pew' wait 'pew' wait 'pew'. At least I can use them against the Voth and Undine haha.
Another related bug I've noticed (related to adaptation); when I've been using two weapons each with a different energy type, they'll adapt to one and I get the adapted marker and they flash the adapted green neon sign above their head. Then I switch to my other weapon and they continue to flash the adapted neon sign every second shot but do still take damage and don't show the little icon under my character image until after several shots, when they've actually adapted and at that point stop taking damage as they should. Not sure if it's a problem with my AP weapons (both dual pistols and sniper rifle have produced this bug, they also both have the [Borg] proc) as it doesn't seem to happen if they adapt to the AP weapon first and I switch to a non AP weapon, only if the AP weapon is my second choice.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
I believe it was Cryptic Gozer who explained the internal workings of the adaptation mechanic a long time ago. It's probably an "Archived Post" now since the forum move to the PWE system from the old Cryptic forums, but the post is here somewhere if you want to go looking for it (good luck with that though :P ).
I've just finalized a series of changes that should make the Borg Adaptation mechanics slightly more friendly for rapid-fire ground weaponry.
In order to describe how the mechanics were changed, I'm first going to demystify the entire process and give you a thorough Math-ing on how Adaptation works.
Whenever you fire an Energy weapon at a Borg (or any critter flagged as one, including their turrets and such), you have a 75% chance of receiving an adaptation counter. Once you have received 4 of these counters from a particular energy type, all Borg become immune to that energy type from your weaponry. The act of Remodulation clears the Adapted debuff. In many cases however, it was not resetting your adaptation counters to zero - this is part of the upcoming fix.
As you can see, under this system, it is significantly easier for a Borg to adapt to rapid fire weaponry, as you are hitting them far more frequently, and every single shot had the potential of granting you one of those pesky adaptation counters.
I've just added an internal limiter that will prevent you from gaining a counter within .35 seconds of another. In other words, the absolute fastest that any weapon can be adapted to should become 1.4 seconds.
Players that enjoy making use of slow firing weapons, like Pulsewave Assault Guns and Sniper Rifles, will likely see no difference in the rate that Borg adapt to their weapon fire. These weapons already fire slowly enough that the internal timer should not cause any conflicts with their cooldowns.
However, players that prefer using rapid fire weapons, like Pistols and Full Auto Rifles, will see a significant increase in the amount of fire they can unload into a Borg before having to stop and Remodulate, since these types of weaponry will land multiple shots within those .35 second windows with each volley.
Hopefully, this change will allow players to exercise their freedom of choice in weapon style they use during our STF and high-level content, as well as the Defera Ground Invasion event. These changes will be arriving on Tribble within the next week, and Holodeck soon thereafter. Please let me know if you uncover any odd or unexpected behavior as a result of this change.
TL;DR -- Resistance just got a little less futile. For machine-guns.
Borg now adapt to your weapons on a per-player, by energy type basis.
Use a new Frequency Remodulator to clear Borg adaptation to your ground weapons (or fight hand-to-hand).
The Frequency Modulator is available in your ship replicator
Borg assimilation applies a long-term debuff that can cause you to become assimilated, in which case your character becomes a Borg drone and starts attacking allies on its own.
[EDIT: Yeah it was Gozer who created it. He did make a couple of posts at the time about how Adaption works in general, but not to the same level of detail as Bort did above (and often in threads that are now no longer available due to forum pruning, however some content is still findable if your Google-Fu is good enough!)]
[EDIT: Yeah it was Gozer who created it. He did make a couple of posts at the time about how Adaption works in general, but not to the same level of detail as Bort did above (and often in threads that are now no longer available due to forum pruning, however some content is still findable if your Google-Fu is good enough!)]
Interesting. So according to that explanation he gave, rapid fire weapons should not be getting adapted to as quickly as they are right now then.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
Another related bug I've noticed (related to adaptation); when I've been using two weapons each with a different energy type, they'll adapt to one and I get the adapted marker and they flash the adapted green neon sign above their head. Then I switch to my other weapon and they continue to flash the adapted neon sign every second shot but do still take damage and don't show the little icon under my character image until after several shots, when they've actually adapted and at that point stop taking damage as they should. Not sure if it's a problem with my AP weapons (both dual pistols and sniper rifle have produced this bug, they also both have the [Borg] proc) as it doesn't seem to happen if they adapt to the AP weapon first and I switch to a non AP weapon, only if the AP weapon is my second choice.
Oh, yes, this is the thing I was talking about. I forgot the "ADAPTED" message.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
[EDIT: Yeah it was Gozer who created it. He did make a couple of posts at the time about how Adaption works in general, but not to the same level of detail as Bort did above (and often in threads that are now no longer available due to forum pruning, however some content is still findable if your Google-Fu is good enough!)]
My google-fu is strong, but only if I feel like it's worth my time and effort. Thanks for finding the posts so I don't have to try and recite from memory.
Another related bug I've noticed (related to adaptation); when I've been using two weapons each with a different energy type, they'll adapt to one and I get the adapted marker and they flash the adapted green neon sign above their head. Then I switch to my other weapon and they continue to flash the adapted neon sign every second shot but do still take damage and don't show the little icon under my character image until after several shots, when they've actually adapted and at that point stop taking damage as they should. Not sure if it's a problem with my AP weapons (both dual pistols and sniper rifle have produced this bug, they also both have the [Borg] proc) as it doesn't seem to happen if they adapt to the AP weapon first and I switch to a non AP weapon, only if the AP weapon is my second choice.
But if you've got a passive or a consumable that adds a secondary damage type like the cryo module's cold damage, or the carrier waves's AP damage then they can adapt to that separately from the weapon's damage. So you'll still get the Adapted graphical effects because you're doing two damage types simultaneously but they've only adapted to one of the damage types, until finally they adapt to both damage types and you do no more damage.
This is why I don't use the elite antiproton carrier wave when I'm fighting Borg even though I crave its +20 to crit severity. Because they'll adapt to AP while I'm using my dyson proton gun, and then when they adapt to Proton damage if I switch to my Omega Autocarbine second choice (lurve that omega set) then they've already adapted to it.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
But if you've got a passive or a consumable that adds a secondary damage type like the cryo module's cold damage, or the carrier waves's AP damage then they can adapt to that separately from the weapon's damage. So you'll still get the Adapted graphical effects because you're doing two damage types simultaneously but they've only adapted to one of the damage types, until finally they adapt to both damage types and you do no more damage.
This is why I don't use the elite antiproton carrier wave when I'm fighting Borg even though I crave its +20 to crit severity. Because they'll adapt to AP while I'm using my dyson proton gun, and then when they adapt to Proton damage if I switch to my Omega Autocarbine second choice (lurve that omega set) then they've already adapted to it.
No additional traits, devices, non standard procs (other than [Borg]), or magic.
It only shows them having adapted (you know the little icon that appears under your character status which says "They've adapted - energy type") to the energy type of my previous weapon but still flashes the neon adapted sign above them even before they've actually adapted to the new energy type. I'm guessing it's probably a bug because I've not seen it happen in the past using the same weapon set up.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
Noticed all kind of weird stuff. Like when you do the zone wide functionality mission from Jula on Defera....the prototype remod thing does squat. It automatically says ADAPTED in ugly green letters over the target as soon as you hit it. Tried changing weapons...didn't help. I've had it happen like this before but it always did damage even if it screamed adapted. Now not getting any damage no matter what I use. ( Now I see why so many people were using melee this morning!) Someone said remo diluted weapon. Pfft..diluted isn't the word I'd use. Thinking more like FUBAR!!
Be back to give it a try later. Hope it was just a hiccup!!
Supposedly they decided to make the Borg more of a challenge....uhh....like they weren't already in a lot of the Defera zone. Here's my question: They gave us a trait to help keep the Borg from adapting so quickly then turn around and make it obsolete? What's the point in adding it if you destroy it's abilities?? This you should have left alone. For all the people screaming make it harder...make it harder for THEM...leave the rest of us alone. Some of us don't want impossible!! ( I still measure how good a player you are by how little you respawn. Respawning repeatedly means one of two things. Either you suck at playing or the game has become totally unfriendly to casual players. I believe it to be the latter!)
Supposedly they decided to make the Borg more of a challenge....uhh....like they weren't already in a lot of the Defera zone. Here's my question: They gave us a trait to help keep the Borg from adapting so quickly then turn around and make it obsolete? What's the point in adding it if you destroy it's abilities?? This you should have left alone. For all the people screaming make it harder...make it harder for THEM...leave the rest of us alone. Some of us don't want impossible!! ( I still measure how good a player you are by how little you respawn. Respawning repeatedly means one of two things. Either you suck at playing or the game has become totally unfriendly to casual players. I believe it to be the latter!)
All my testing has shown everything working properly. If you give me your character's name@handle, I'll take a look at it.
Here's the really odd part....it happens only on the Jula Zone Wide mission. Yesterday it worked semi fine...today...no idea. Just know I caused little to no damage whenever I used the prototype remod. I could do the other missions on Defera and it would say adapted part of the time, but I'd still cause some damage. Me thinks the prototype is wonky! ( This prototype has been showing adapted more frequently for the past month. Today it was a non-stop from the very first shot.)
Dargaland, the prototype device is NOT a remodulator. You still need a regular remodulator to handle Borg adaptation.
Edit: That said, I have been noticing some pretty odd behavior on Dalo Lorn@dalolorn regarding an anti-Borg AP stun pistol I got out of the Omega boxes - yesterday, the Borg failed to adapt to it.
Given the fact that I'm using the Omega remodulation trait and didn't really shoot them a lot, it wouldn't have been alarming if that same pistol had not demonstrated a tendency to avoid adaptation completely. (The details of how it happened have been provided in posts 17 and 15, except in this case there was no "ADAPTED" message, so it IS possible that I've just had a lot of luck)
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Anti-Borg device if you want to get technical. :P Tried the fractal remod...didn't work either. In fact the ABD usually causes weird things to happen to the Borg...nothing this time but the lovely fake tan orange glow.
M daughter also plays. She tried the ZW from Jula. Was fine until the last 20 or so kills. She said she was having similar issues. Changed weapons but it was still saying adapted on the first shot...even after using the ABD and/or the fractal.
Anti-Borg device if you want to get technical. :P Tried the fractal remod...didn't work either. In fact the ABD usually causes weird things to happen to the Borg...nothing this time but the lovely fake tan orange glow.
M daughter also plays. She tried the ZW from Jula. Was fine until the last 20 or so kills. She said she was having similar issues. Changed weapons but it was still saying adapted on the first shot...even after using the ABD and/or the fractal.
Last I checked, the Experimental Anti-Borg Device causes random effects to Borg, but it isn't a remodulator so won't help when your weapons fire starts being "adapted" to.
The Fractal (Or regular replicatable ones. Or STF-gear Inherent Instant) remodulators should work though; assuming that you get the ability to go off successfully - they're meant to clear the adaption stacks.
Adaption kicks in per energytype per source entity... so if you have two phaser weapons then when one gets adapted to both will be adapted to; but if you have a disruptor weapon and a phaser weapon then you can switch and keep firing; and only need to stop to remodulate half as often.
Comments
gotten better response through that page than submitting tickets.
I have been watching for a particular problem I've noticed
since the start of season 9. When we all did the Omega
reputation, we strived to try to get the ground sets that would
pretty much having to remodulate our shields. I was able
to get both the Omega Mk XII and the MACO Mk XII, both
of which extended the amount of time in which you had to
remodulate your weapons. I even got the ADAPTED MACO
MK XII.. That set was suppose to do away with having to
remodulate anything.
Since the start of Season 9, you can't get past your 3rd or
4th shot before you have to manually remodulate your
weapons..like we did with the Frequency Remodulater you
can get from the replicator. The question is: was this done
on purpose? Was our hard work for nothing? Will the Omega,
MACO or ADAPTED MACO GROUND SETS ever work
like they were intended to anymore?
Joined January 2009
I've tried using 5 different weapon types on me and my BoFF's, they also all have the replicated Remodulators, and then I tried it with the crafted ones on Defera ... Same result, Borg are adapting quicker than it's even possible to remodulate ... I think the "mechanics" for it is somehow 'borked'
The way the borg adaptation mechanic works means that there is a chance for them to adapt to every single shot, so yes it's possible for them to adapt faster than your remodulator can recharge. I just had it happen to me on Defera, but that was once out of like 20 minutes of gameplay. The faster your weapon fires, the faster they'll roll a chance to adapt (which ironically makes the omega autocarbine a less desirable anti-borg weapon).
Joined January 2009
I was using. When I go to Defera, I use elite Antiproton High Density Beam Rifle Mk XII [Dmg]x3
[DoT3]. That is the weapon I have used there since I started going to Defera. But, when Season
9 started, the integral frequency demodulation has failed to do what it has done prior to Season 9's
Start. Prior to Season 9, very rarely did I have to remodulate "manually"..but when I did, it was after
Battling with the Borg for quite some time.
As far as this Omega Graviton Pulse Module, I chose it from the very beginning..and had no
Reason to change it as I find myself on Defera quite a bit..so the remodulation factor..or lack there
Of is becoming a really big problem. We earned these sets(omega, MACO and Adapted MACO)
Which all offer the integral frequency Remodulater. Time to get this problem fixed. I've played
This game since June 2010..most bugs I've seen we're fused. Please try to get this one fixed. I
have submitted trouble tickets but have received no response as of today(5/26).
Rear Admiral Unclereeky
106th Fleet - Best Fleet on STO
PVE Wing
The trick is to kill em as fast as you can. In 2 shots. Using the best weapon in the game - the romulan plasma pulse wave. That works for me. Against tactical and elite tactical drones its more problematic, and you will notice against em that sometimes, they adapt instantly lol for unknown reasons.
Also, something I don't like about the adaptation is they appear to adapt based on the number of pulses a weapon fires instead of the number of times you actually fire the weapon. This may be intentional, and possibly even more 'realistic', but from a gaming perspective it rules out a lot of weapons as being effective against them in ground combat.
My antiproton dual pistols for instance fire three pulses with each primary attack, so they adapt to those much quicker than they would a high density beam rifle for example. Even the Borg prosthetic weapons fire three pusles per attack, so they adapt very quickly to that as well.
Well, taking aside the modulation "bug" making the borg to adapt when they want.. , pistols and automatic weapons are not recommended against the borg. Those weapons are the worst choice to fight em. Since the beginnings of times. You will have a lot more trouble fighting the borg with those. If you fight the borg, never use automatic weapons or pistols. Ever.
Not really since the beginning of times, only since they added adaptation haha. I do understand that they aren't the best against the Borg, though that's only because they adapt to them so damned quick. It was more of a personal complaint about the way adaptation works. I was also stating it in case the OP was using such a weapon and that may be why he feels they are adapting too quickly even with the trait active.
The details are lost to me, as it's been a while, but it goes somewhat like this:
1. Equip Borg prosthetic (I think) and... anti-Borg stun pistol, if my memory serves me.
2. Go into Assimilation (while I'm not sure that's the only place I've experienced it at, it's definitely the one I remember most clearly), shoot Borg with prosthetic until adapted to.
3. Switch to stun pistol.
4. Enjoy high DPS (really, the stun pistol in question seemed to have a very high DPS setting - could be because I usually use rifles) indefinitely with no need for remodulation.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
It is intentional, I mentioned that earlier in the thread. Borg adaptation roll chance is calculated every single time your Borg target takes damage instead of based on your firing cycle. Thus it's possible, but unlikely, for them to adapt after a single shot. There's also a "pool" of sorts where every time they take damage, a point gets added to the pool; the more points in the pool, the higher chance that they'll adapt.
There's one pool for each damage type, hence why it takes much longer for Borg to adapt to the cold damage from the Nukara Cryo Immobilizer Module passive trait than it does for them to adapt to your guns; you only add to the 'cold pool' when the trait procs (unless you're using a cold gun of course). This is also why the plasma flamethrower is the worst weapon in the game to use against the Borg. It has a very high damage tick rate and it also casts a plasma DoT, both of which add points to the 'plasma pool' at an alarming rate until they adapt.
Remodulating resets the pools to 0, but I'm willing to bet that a combination of factors, possibly including network latency, may cause a delay in this pool resetting. So if you fire again immediately after remodulating, but latency determines that the pools haven't reset to 0 yet, then you're really just firing with a maxed-out pool and they'll immediately adapt again. That's my theory anyway, it seems to happen more often if you're mashing the hell out of the fire button right after a remodulation. Try waiting a second after remodulating before firing again to make sure the pools have enough time to reset.
I believe it was Cryptic Gozer who explained the internal workings of the adaptation mechanic a long time ago. It's probably an "Archived Post" now since the forum move to the PWE system from the old Cryptic forums, but the post is here somewhere if you want to go looking for it (good luck with that though :P ).
Joined January 2009
Yeah that does make sense. Still not personally a fan of that system as I've grown rather found of my 'pew pew pew' guns, just because they are different from the standard 'pew' wait 'pew' wait 'pew'. At least I can use them against the Voth and Undine haha.
Another related bug I've noticed (related to adaptation); when I've been using two weapons each with a different energy type, they'll adapt to one and I get the adapted marker and they flash the adapted green neon sign above their head. Then I switch to my other weapon and they continue to flash the adapted neon sign every second shot but do still take damage and don't show the little icon under my character image until after several shots, when they've actually adapted and at that point stop taking damage as they should. Not sure if it's a problem with my AP weapons (both dual pistols and sniper rifle have produced this bug, they also both have the [Borg] proc) as it doesn't seem to happen if they adapt to the AP weapon first and I switch to a non AP weapon, only if the AP weapon is my second choice.
It was Bort actually, and he did it here
Gozer made the Borg start to adapt in the first place I believe?
It was introduced back in Season 4 I think, so mid 2011... :P
[EDIT: Yeah it was Gozer who created it. He did make a couple of posts at the time about how Adaption works in general, but not to the same level of detail as Bort did above (and often in threads that are now no longer available due to forum pruning, however some content is still findable if your Google-Fu is good enough!)]
Interesting. So according to that explanation he gave, rapid fire weapons should not be getting adapted to as quickly as they are right now then.
Oh, yes, this is the thing I was talking about. I forgot the "ADAPTED" message.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
My google-fu is strong, but only if I feel like it's worth my time and effort. Thanks for finding the posts so I don't have to try and recite from memory.
Cryo module? Antiproton Carrier Wave? Or it might just be a display bug.
But if you've got a passive or a consumable that adds a secondary damage type like the cryo module's cold damage, or the carrier waves's AP damage then they can adapt to that separately from the weapon's damage. So you'll still get the Adapted graphical effects because you're doing two damage types simultaneously but they've only adapted to one of the damage types, until finally they adapt to both damage types and you do no more damage.
This is why I don't use the elite antiproton carrier wave when I'm fighting Borg even though I crave its +20 to crit severity. Because they'll adapt to AP while I'm using my dyson proton gun, and then when they adapt to Proton damage if I switch to my Omega Autocarbine second choice (lurve that omega set) then they've already adapted to it.
Joined January 2009
No additional traits, devices, non standard procs (other than [Borg]), or magic.
It only shows them having adapted (you know the little icon that appears under your character status which says "They've adapted - energy type") to the energy type of my previous weapon but still flashes the neon adapted sign above them even before they've actually adapted to the new energy type. I'm guessing it's probably a bug because I've not seen it happen in the past using the same weapon set up.
Be back to give it a try later. Hope it was just a hiccup!!
All my testing has shown everything working properly. If you give me your character's name@handle, I'll take a look at it.
Edit: That said, I have been noticing some pretty odd behavior on Dalo Lorn@dalolorn regarding an anti-Borg AP stun pistol I got out of the Omega boxes - yesterday, the Borg failed to adapt to it.
Given the fact that I'm using the Omega remodulation trait and didn't really shoot them a lot, it wouldn't have been alarming if that same pistol had not demonstrated a tendency to avoid adaptation completely. (The details of how it happened have been provided in posts 17 and 15, except in this case there was no "ADAPTED" message, so it IS possible that I've just had a lot of luck)
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
M daughter also plays. She tried the ZW from Jula. Was fine until the last 20 or so kills. She said she was having similar issues. Changed weapons but it was still saying adapted on the first shot...even after using the ABD and/or the fractal.
Last I checked, the Experimental Anti-Borg Device causes random effects to Borg, but it isn't a remodulator so won't help when your weapons fire starts being "adapted" to.
The Fractal (Or regular replicatable ones. Or STF-gear Inherent Instant) remodulators should work though; assuming that you get the ability to go off successfully - they're meant to clear the adaption stacks.
Adaption kicks in per energytype per source entity... so if you have two phaser weapons then when one gets adapted to both will be adapted to; but if you have a disruptor weapon and a phaser weapon then you can switch and keep firing; and only need to stop to remodulate half as often.